Nancy drew games cheats white wolf icicle creek




















It has a great story, lots of action, some fun moments, few annoyances and a thrilling ending. The only downsides of this game are the quality of the video, which is understandable given the game's age. You also have to do some repetitive tasks which can be annoying, so I got down a system to get through them as quickly as possible. A lot of people dislike this game because of the "fox and geese" challenge.

It was not too difficult once I got the hang of it. I also liked this game because there was not a lot of talking. Some of the newer games have way too much dialogue. There's a fair amount of snooping and several places to explore. The wolf of the title is a cutie! Thanks so much for the good advice, this is a great game. It takes ages to complete because there are so many things to do. You have to keep an eye on the ingame time because you have tasks to complete, as well as your detective work.

There is a thermometer to keep an eye on when outside to make sure you don't freeze and lots of challenging puzzles. I liked the fact that I was really stumped a few times but had lots of data to look at and calls I could make to help me on. I had to resort to a strategy guide twice to help me, but the plot was not so abstract or far fetched as it can be in other games to lose the logic of what you are doing. I always thought - 'ah why didn't I think of that,' rather than 'no one would every do that!

Rated 5 out of 5 by gingergal from Best ND game so far! You go undercover as a cook and maid at a small ski lodge to uncover the sabotage and strange things that have been happening. I play on junior level. Usually in ND games you learn something about a subject, here it was about wolves, especially one and that part was good.

The puzzles were a mixture of arcade, thinking, and TM style. TM style— food. I waited at the kitchen for the right time and always managed to get all meals done before end of service and I am not good at TM games.

I loved this part but some of the food looked yuck like the salad, I guess you are not a good cook! But as you are snooping around the rooms anyway it all works out. There is an involved cipher but you can look for a walkthrough to skip that. There are some smaller puzzles scattered throughout. And the variety of puzzles was a lot better than trail of the twister, and it was mostly straightforward with what you had to do next.

And so you know what I am comparing them to. I hope you enjoy it, I know I did! I followed a tip here on the game forum which worked -on keeping the cursor on the snowmobile you are chasing so it keeps you up with it, not crashing in to anything and you in the same screen which you need to be for about 5 mins of game time and it ended quite quickly.

Rated 5 out of 5 by Sergeij from A Drab Start to an Exciting Game I almost witheld my fifth star for this game because of its rather glum-looking opening, what with kitchen and house- keeping duties thrown into the mix.

AND, the culprits'd identity is a complete surprise. It's a twist-off from all of the information Nancy has gathered. This is really an exciting game, as Nancy "uses" the White Wolf to help her solve the mystery which has its hidden tunnels and underground hideouts, replete with rather complicated puzzles to figure out.

This was a fun and challenging "Nancy. This is a really great Nancy Drew game! I believe this game was the most challenging of all that I have played thus far. I thought the dancing and avoidance of the robots were hard in Phantom of Venice, herding the sheep in Castle Malloy, playing against the monkeys in Seven Seas, finding all the ghosts in Blackmoore Manor, but this one was even more challenging.

It really is fun to play detective, and try to figure out who is the culprit. Nancy has to find out who is trying to scare off the guests at the lodge. I very much recommend this game! Rated 5 out of 5 by freidafartpants from Exciting and fun loving adventure game This was the first Nancy Drew game I had ever played.

I was drawn to pick it because of my personal love for Canada and cute and furry things. The plot was great, scenery was breathtaking and was compelled to play more and more until it was finished. I found this helpful when preparing meals - I made up "menus" for each meal showing all the selections and the individual ingredients followed by six columns - one for each person that you are cooking for - who it is doesn't matter. Then printed them out so that I could write on them - one for each day's meals.

I would work left to right marking down what each person was ordering and how much of each item was to go into omelets, burgers and salads, then start to cook.

It made getting through the cooking chore quicker for me. Peppers 1 3 3 3 1 Tomatoes 2 1 2 1 1 Spinach 3 2 3 1 1 Anchovies 1 1 2 Carrots 4 1 3 3 2 Cucumbers 4 3 3 3 4 Croutons 1 1 3 2 1 A couple of examples of how to read it - The person whose order is on the first plate on the left wants - 1 - Salmon Steak and a salad with - sliced egg twice, yellow peppers once, tomatoes twice, spinach three times, no anchovies, carrots four times, cucumbers four times and croutons once.

These can be copied and printed out for use during your game if you so choose. If something starts to burn, get it off the stove and throw it in the trash before it starts to smoke or you'll get "yelled" at by Ollie. Also, if you get something wrong, Ollie isn't shy about sending it back to be redone. From now on I will only be going over the stuff that you need to do to solve the mystery.

You will have to keep track of the time and decide when you need to go to the kitchen - I will let you know when you can "unofficially" stop going to the kitchen though. Go out to the snowmobile - you have to click on it three times to get on and start it, it will then start out and the scene will go to an overhead view.

There is an arrow that tells you the direction to go to get to Skookum Ridge, but there are also obstacles - rocks, trees and snowmen.

Running into rocks or trees can cause you to blow up, so watch out for them you don't have to get very close to one to "hear" a bump, and one bump won't blow up the snowmobile - unless you do more than just "bump" - but don't worry, if you do blow up, you will get a second chance.

If you want a little laugh though, try bumping into a snowman or two - it can be a giggle. To go forward click and hold the left mouse button and release it to slow your forward motion you won't stop completely right away and move the mouse to change direction. When you get to Skookum Ridge there's no sign of an avalanche so head back to the lodge and give the Avalanche Patrol another call. While you are at the phone, you can make some more calls - call Chantal to let her know what is going on, call the sheriff about the clock face you found and to ask if they have found out anything more about how the bunkhouse blew up, call Elsa if you are playing at Junior Detective level - be sure to ask her about "L" and the other "accident" victims and you can give Ned a call to let him know that Chantal wants you to "get your hints" from Tino.

After you've made all your calls, go back down to the basement to return the key to Ollie. On your way, stop and chat with Yanni again. He will tell you a little about his family history to explain why wolves are not a topic of conversation with him, then go around to Ollie's workbench.

If you've talked to Chantal, he will tell you that she called him to let him know that it's alright to talk to you about the accidents, and when you finish talking to him about that, you will have to start a second conversation to return the key. One of the things that Ollie mentions when you do talk to him is that Bill Kessler is wanting a little ice fishing competition, so if he asks you, you should agree. Once you get past Freddie and start on the path to the lake, most of the walk is automatic until just before you get to the shack.

When you take control again, you have to hurry Nancy into the shack as quickly as you can or she will pass out from being too cold - it is apparently quite a long walk out there and her chill meter at the top is already almost gone. When you get inside the shack, Nancy will warm back up and you can click on the hole in the ice to drop your line into the water. The view will change to underwater where fish of the kind that you saw in the computer file will swim past and other things will float through.

The most important thing to watch out for are the anti-submarine mines that float through - hook one of those and you will get a nasty surprise. Then there are lake sturgeon and logs that will snap your line if they hit it - the view goes back inside the shack, so click back arrow once then click on the hole to drop your repaired line back into the water.

The other obstacles are hats, boots and tin cans that you catch instead of fish, if they pass near your hook. With your hook in the water - to raise or lower it, move the cursor up or down to approximately where you want the hook to be then click and release the mouse button - to lift it out of the water, click at the top near where your line is coming through the ice. Keep your eye on the time - Nancy still has things to do at the lodge and if she stays out there on the lake too long, it will get too cold for her to make it back to the lodge.

When you get back, Guadalupe is still at the window, but she hasn't got anything new to say, so go around to where Bill and Lou spend most of their time and talk to them. Bill will ask you to have a little ice fishing competition with him. He wants you to catch a bigger fish than he caught - which means that you have to catch a 2 ft.

Talk to Lou and get a little background information on him - he will also tell you about his "mysteriously" broken window. I would set the alarm for 7 and get breakfast out of the way first because there really isn't anything you can do before then. Once that's done, you are free to go try to catch that 2 ft. If you look around for clues, you will find a torn bookcover - "Birds of the Southwest" and there's a phone number written on it.

Back to the lodge to tell Ollie about the trashed fishing gear and to call that number. When Nancy gets inside, she should comment that there is something on the seat of the bench in the mud room - it's a note for her from Freddie. She wrote to tell Nancy that she really likes having snowball fights with her, but she is afraid that Nancy won't want to play anymore, so if Nancy beats her one more time, she will tell her the secret of how she is able to stay outside in the cold all day - Freddie's secret is going to come in handy!

First we need to talk to Ollie and make a telephone call. Ollie is in the basement as usual. Tell him about the trashed fishing gear and he will give Nancy his to use thought you were going to get out of that fishing competition? Run and Go Free - an animal and environmental protection group! Is someone causing these accidents in an attempt to drive the lodge out of business and protect the wolf? Back to Freddie and the lake - when you've beaten Freddie, she will throw something into the snow near Nancy - a Toasty Pack!

She explains how and when to use them, so I won't go into it - "pick it up" and go on down to the lake. Once Nancy's caught that 2 ft.

Someone dressed in black hits her with an iceball that knocks her out, takes her coat and then they blow up the ice fishing shack and the ice covering the lake leaving Nancy stranded on an ice floe! Nancy wakes up and realizes her predicament then hears a howl.

The wolf is back - standing on the shore of the lake and there's a coat lying in the snow next to it! Nancy needs to get to shore and that coat before she freezes and the only way to do it is to jump from ice floe to ice floe. If you put the cursor on a floe and it turns purple, the floe is near enough for Nancy to jump to it - click the mouse button and she jumps.

There is also the challenge that the floes are going to randomly drop below the surface and then pop back up You aren't going to be able to go directly to the shore where the coat is until the floe pops up that will be close enough for her to get there. This is totally random, so I can't give you a specific solution, but I will tell you that I found that it seemed to come up sooner if I didn't stay too close to that area, but you don't want to wander too far away either or the floe could drop back down before you can get back to it.

You also need to watch the floes around you or you could end up trapped with no where to go. If you don't make it to the shore and the coat in time, Nancy passes out and you automatically get another chance. After looking at the note you will get a forward arrow, click and Nancy will decide to follow the wolf's tracks again to see if they lead her to shelter, because she can't get back to the lodge the way she came, and she starts off automatically. She will walk until she gets to a sign that reads Chicken Ridge then stop.

You need to click her forward at least two steps until she realizes that she needs snowshoes if she wants to follow the tracks further - don't go forward any more after this or she ends up buried in snow again. Turn around and you will see ski tracks - Nancy follows those back to lodge, but before you set her off on the part of the walk that is automatic, you need to use that Toasty Pack that she got from Freddie or she may not make it back before getting too cold.

By now, it is probably time to get to the kitchen to get lunch fixed, but if you've got the time, call Chantal now to ask about getting the combination for the snowshoes in the exhibit and get Tino's survey faxed to you - see the survey below - take a look at it before you go to the kitchen because this will give you the chance to add paprika to everyone's food - you can put it on the burger or the quesadilla, but don't worry, you aren't stuck if you don't get it before lunch.

If you still have time, Guadalupe is back at the window, so this is your chance to ask her about that bookcover you found in the ice fishing shack. She will deny that it is hers, but as you move away something falls to the floor if you have made the phone call to the number on the bookcover before talking to her. Nancy will automatically move in to look at it - a bullet! Talk to her about the bullet, the wolf and what all she's done to protect the wolf. If you don't get to talk to her before lunch, she will be back at the window afterwards.

When you've finished with her, go around the corner to where Bill is - he's alone and sleeping. Wake him and talk to him about what happened out at the lake. You may also want to play that Fox and Geese game with him to get some practice - you'll need it later. Again, the time that you find him there will depend on whether you talk to Guadalupe before lunch or after - if he's not there, wander around and do other things until he is there.

If you didn't get the chance to call Chantal about getting the combination to the snowshoes in the exhibit yet, call her now.

When you talk to her, she insists that before you get the combination, you fill out a survey that Tino came up with, and she is faxing to you. Finish with her then look at what she has sent - this is it Oh, well The hometown question can be filled out by looking at the guest register in the computer, and the question about which side of the bed they get up from can be answered by observation when you clean their rooms - at least for most of them.

Whether or not they like paprika requires that you add it to their food when you prepare a meal - the container is sitting against the wall near the stove burners. There are only certain things that you can add it to - when fixing dinner you can add it to the salads, at breakfast you can add it to omelets, and if you had the time to call before you needed to fix lunch, you can put it on a quesadilla or on their hamburger.

If you don't get the survey before lunch so that you can add it to everyones food, and you use the alarm clock to hurry through time before dinner, you will have to take a guess about whether Guadalupe likes paprika or not!

When you've done that, you probably have some time to kill before cooking dinner if you still have to , so you can go out and take a walk back out past Trapper Dan's Needle to that first blast crater where Nancy ended up buried in the snow.

There seems to be something missing - interesting? You can also go play with Freddie for a while and collect some more of those Toasty Packs - she will throw you one every time that you beat her you have to beat her, pick up the Toasty Pack, turn around and go back toward the fence, then turn around again and re-enter her ice castle area for another snowball fight - you only need to get two or three for now, but if you're having fun Go for it!

She has an endless supply! If there's still more time to kill, you can always use the trusty, old alarm clock - but, if you do, when you go to the door to leave the room, you'll hear Ollie throwing out Guadalupe because he's figured out that she's part of Run and Go Free, and it was her who tampered with his rifle - only five meals to fix now if you're still cooking!

If you still need to cook so that you can add paprika to their food, and one or more of your suspects doesn't order salad for dinner so that you can add add it to that, you will have to try to add it to their omelet at breakfast.

If you want to "kill time" for a while after the dinner hour, you can catch Lou Talbot at the Fox and Geese game with Bill to ask him about the planet he most identifies with for Tino's survey. After that, Nancy might as well go use her trusty alarm clock 7am if you still need to spike someones food with paprika! Either after dinner or in the morning depending on when Guadalupe gets thrown out , if Nancy goes into the mudroom, she will find another note on that bench - this one is from Guadalupe asking her to call.

You won't be able to reach her until she has had some time to get home. Fix breakfast if you need to, if not then go get the laundry bag and clean the guests rooms - don't forget to notice from which side of the bed they get up from - you can tell by the way the covers are thrown over and don't forget that they are facing the door when they get up! Also remember to continue to look for any new clues while you are in their rooms you should find an interesting piece of paper crumpled up on the table next to Bill Kessler's bed.

Drop off the laundry bag and then you can call Guadalupe. While you are talking to her, you will get the chance to ask her what side of the bed she gets up from and she will give you some information about wolves and what her group is doing to try and save the wolf at Icicle Creek. You should have enough information to fill out Tino's survey now - or at least enough that you can fill out what you do know and make guesses about anything that you don't know for certain - you may have to make a guess about whether Lupe likes paprika and you may not have had to clean all of the guest's rooms, so you might have to guess about which side of the bed one of them gets up from - unless you want to use the alarm clock to keep advancing to morning when you can go clean their room and find out for sure.

If it is correct, he will give you the combination to the lock on Trapper Dan's snowshoes - this is the same number no matter which level you are playing. Get the snowshoes and then it's time to find out where those wolf tracks were heading. Go out of the lodge and around to the back to take the trail that goes to Avalanche Ridge. Nancy will stop when she gets to the sign and you will have to open your inventory and click on the snowshoes. The picture in the upper left corner will change from boots to snowshoes to show that Nancy is wearing them, then she can continue to follow the tracks without worrying about an avalanche.

You also need to keep an eye on her chill meter and use a Toasty Pack whenever it starts to drop too low. The first interesting thing that Nancy comes upon is another blast crater - her chill meter is probably getting low at this point, so a Toasty Pack is a good idea before she gets too cold. When you examine the crater, you will find a notebook lying in the snow near it.

It's got pictures of some things inside the lodge and notes about fossils and dinosaur bones! Unfortunately, there is no indication of who owns this notebook, so time to continue following the wolf's tracks.

The next interesting thing that Nancy comes to is a small, shabby hut, but for something that looks as though it couldn't possibly contain anything of much value, it still has a combination lock on the door - the wolf comes here and the wolf brought Nancy a coat from somewhere when she was trapped on the ice floes after the ice fishing shack and the lake ice were blown up Maybe it was a combination!

It's obvious someone was living here, but they were really living rough! Look around the hut and you should find some kind of small, strange looking device with a phone number on it someone else to call! When you read it, you will find out that he was the one who found and rescued the wolf when it was only a pup and trapped in a bramble bush. It seems the wolf pup attached itself to him and grew to trust him.

He named her Isis and he taught her some tricks, even though he never thought of her as his "pet". He also discovered something very interesting about her that will help Nancy determine who that notebook she found belongs to - so, even if you don't read the entire journal yourself, make sure that you turn through all the pages. Nancy will make some comments about what she is reading as you go through the journal and one of them has to do with what she needs to do to get Isis to help her find out who lost the notebook.

The journal ends with Julius writing that he is going to try to make it into the hospital because he is very sick and not getting better - there are no entries after that, so maybe a call to the hospital will get some information about what happened to him after he left. When you've finished with the journal, there is a low growl behind you. Isis has come into the hut! Put the cursor on her and click, she will settle down. Click again and a pop up menu of her tricks will come up on the right side of the screen.

You can not go out on Extreme Danger. Time - If you have done all that can be done at that moment and need to move ahead to the next task, use the clock in Nancy's bedroom to move the time ahead.

Turn the small hand until the hour you want to move the clock ahead to and then press the knob on top of the clock. Puzzles and actions - Most of the puzzles and actions can be done anytime depending on the game time schedule and the weather outside. This walkthrough is only one sequence of gameplay.

Nancy's Bedroom : The inventory has Nancy's closet key with tag and the case file. Use the closet key to see that Nancy's suitcases are in there. Go to the right side table and look close.

The clock can be used to change time in the game. Read the paper. Housekeeping - The employee instructions shows the Maid Duties. The daily cleaning: pick up laundry bag at front desk after AM, clean the rooms that shows housekeeping sign, make the bed, remove used towels and washcloths.

All these rooms have to be done before noon. The dirty laundry is to be dropped down the chute at the top of the stairs by the rest room. Skating Pond - Skating pond maintenance shows that the pond must be shoveled after every snowfall. Read the warning carefully. It mentions that there is some thin ice in the pond and only the safe parts are to be swept.

The gauge below the page shows the ice thickness by the color. Place orange safety cone on the dangerously thin ice. Avalanches - Avalanches should be reported to the avalanche patrol. The phone number is added to the phone directory in the journal at bottom left of the screen.

Sauna - The door to the Sauna sticks. Criminal activities - It should be reported to the Sheriff. The phone number of Sheriff Mahihkan is also added to the journal's directory. There is a cooking manual in the kitchen. Take the master key left by Ollie and the room and guest list. Main desk : Exit the room and go down to the main desk. Computer - Check the computer.

Employee Instructions - Review the check list similar to the paper in the bedroom. Guest Register - See the list of recent guests, hometown, phone numbers, room they occupied and check out.

Click on the Previous Year at bottom left and see that it was deleted. Hypothermia Risks - See the color indicator for risks in going outside and getting hypothermia.

See the Pinevale Hospital phone number. Birds - Check the birds that are seen here at the lodge during the different season. Fish - Check the fishes at the Icicle Lake that can be caught at the solar heated shack at the Lake. Note that Northern Pike is long, skinny, shiny and spotted. The Lake Sturgeon chews through fishing lines and has a pointed mouth. Closet - Pan back and open the closet at right.

Take the laundry bag that is placed here after AM. Elsa - Read the 3 crumpled papers seen in the closet to find out that Elsa, the former maid has 'L' boyfriend problem. Pull back and look at the crumpled paper under the desk with the fax machine. Read about insurance claim and see the phone number of Elsa Sibblehoth. Guest Rooms: Go upstairs. It's time to check-clean the guest rooms. The laundry chute is left of the bathroom. You might want to visit the bathroom once in a while. Look at the door knobs of the guest rooms and see that each has different colored wedges when clicked on.

Chinook fish - First room on the left is vacant and is locked. Kwel Kwel Owl - First room on the right is Nancy's room.

Eena Beaver - Lou Talbot 's room is the second room on the left. Enter and check the room. The closet is locked. Go to right side of the bed and turn to click on the bed. This arranges the bed covers. Look at the paint tool box and pastel color paints on the floor right of the bed. See a fancy snow shoes on the chair at right.

Go to the door and take the used blue towels at right. Kalakala Bird - Yanni Volkstaia 's room is the second room on the right. Go to the left side of the bed and do the bed. Read the magazine on the desk under the moose head. Go to the door and take the used purple towels at left. Pish Pish Lynx - Bill Kessler 's room is the last room at left.

Go to the right side of the bed and do the bed. Go to the door and take the used green towels at right. Ollalie Grape - Guadalupe Comillo 's room is the last room at right. There's no clock in this room. Read the magazine on the table and see an article about Yanni from Fredonia. Read also how to fix a misaligned rifle sight at last page of the magazine. Go to the door and take the used red towels at left.

Go to the end of the corridor and open the laundry chute. Drop the laundry bag in the chute. That's done. Let's go down. Display : Go to the table at the divider wall of the sitting room. See all of Trapper Dan's memorabilia and pictures. Pictures - Look at all the pictures on the wall and their labels and realize that Trapper Dan is quite a character. Necklace - Look at the colored stone necklace on the left of the table.

Rexes Bone - The dinosaur bone is missing from the table's display. Snow shoes - The snowshoes used by Trapper Dan in 's is locked.

Animal pyramid - Turn to the around and see a pyramid on the left table. It has animals depicted on the squares. We can check it later. Sitting Area: Go to the other side and see the nice fireplace. Newspaper - Read the Daily Moose newspaper on the table. Learn about Faringdale family's food poisoning from the potato salad. Talk to Bill completely. Learn about the wolf and maybe the accidents. Bill wants Nancy to clean the ice pond so they can speed skate.

Talk to Lou completely. His medium is dirt but the paints in his room are pastels. Basement : Go down the basement using the door left of the stairs. Note that there is a cellar door to go outside right of the hallway from the stairs. Yanni - Talk to Yanni at far left corner from the stairs and right of the furnace.

He's wearing a timer on his right arm. Sauna - Go forward to the sauna left of the furnace. Check it out. Ollie - Talk to Ollie beside the sauna in his workshop.

Learn about the wolf and the missed shots. Freddie is his daughter and she has a secret in keeping warm. Chantal promised Ollie a raise. Main desk : Exit the basement and go up to the main desk. Telephone - Use the telephone and so some callings. Tino Balducci - Dial the phone number of Tino seen on the post it. Talk to him completely. Ned - Call Ned to say hello.

The phone number is in the journal. Chantal - Call Chantal and talk to her completely. If you are close to noon, better start cooking. Lunch : Go to the door right of the display table at the sitting room. Setup - The covered plates and the order ticket are on top of the screen.

The quesadilla are on the left. The raw burger patties, cheese, spinach, pickles, tomatoes and onions are on the small containers. The mustard, mayonnaise and paprika are above the griddle. Trash - The trash bin used for burned or error in cooking preparation is on the right.

The griddle and frying pans are below the trash bin. Orders - The orders are random. Read the food order of each covered plate to know what each guest wants. Then either prepare each order individually or cook all the quesadilla or hamburgers first and prepare the trimmings of the burgers later - your choice.

When each order is filled, click on the red square - Order Complete. Ollie will then take it automatically or you will hear him say if it is wrong. Hint - save the game after each order is correctly done. Manual - Read the cooking manual and learn how to cook the Quesadilla and the hamburgers.

Quesadilla - Take a quesadilla and place it on the frying pan. Click the quesadilla cursor on the pile of quesadillas to clear the cursor. In a short time, the quesadilla will change color to light brown - so watch it carefully. Take it out and click it on the covered plate of the order you are preparing. If you make a mistake, a fire might occur. Hamburger - Take a hamburger patty and place it on the griddle.

When it turns brown, take it and click it on the open bun. Trimmings - Hint - Make a list of the trimmings order in a separate paper and work from that list: Cheese, lettuce, pickles, tomato, onion, mustard, ketchup. Click on the ingredients and then click it on the cooked hamburger patty as many times the order requires. Click on the next ingredient and the cursor will change to that ingredient. Be sure to click the last ingredient back on the original container to get it off the cursor.

When done, click the finished burger on the covered plate. Click on the red square - Order Complete. Order up! Outdoors condition: Before you exit the main door, check the weather indicator right of the door. If it is Caution working outside is okay. If it is Danger, watch the bar at top of the screen when you are outside. This will tell you when hypothermia is imminent. Skating Pond - This puzzle can be done on the first or the second day. Check to see if you have enough time to do the puzzle.

Exit the lodge. Turn right, left at corner, forwards and left towards the skating pond. Shoveling snow - Save game here. Review the chart that was in the employee instructions. Take the shovel at right side of the path to clear the pond. See that the area is shoveled by squares. Check each color of the square to be careful when doing the adjacent squares.

Bottom right of the screen shows the shovel, warning cone and the number of cones or thin ice left. Place a warning cone on the thin ice you think is around or where Nancy fell in. Hints : Save after every correct area done so that you do not need to repeat from the start.

Load from saved game whenever you fall through the ice. Do the edges first and watch out for the changes in color of the squares. Click on the cloth that is sticking out of the base of the needle. Nancy makes a comment. Go left and follow the tracks to the right path. Chicken Ridge: Go forward and reach Chicken Ridge.

Avalanche - Hear an explosion and then a wolf how. Nancy is trapped under an avalanche. She is running out of air. Someone is out there. Help is on the way. Meet the white wolf of Icicle Creek. The wolf hears something and leaves. Nancy exits the hole. Crater and fossil - Go forward a bit until a blackened area on the right. Go to right and see the crater made by the explosion.

There's a fossil inside. Turn around, go right and forward to go back to the lodge. On the way, you might notice that some ski tracks on the snow have snowshoe prints over it.

Go left at the corner of the lodge and enter through the door on the immediate right. Report the avalanche - Use the phone and call the Avalanche patrol to report. The man says to tell Ollie that the explosive training course is postponed. Skookum Ridge:. Ollie - Go down to the basement. Go left, left and talk to Ollie. He gives the snowmobile key to check for avalanches at Skookum Ridge.

He mentions that Bill Kessler wants competition in ice fishing. Snowmobile - Exit the lodge. Go left, left at the corner and forward to the snowmobile behind Ollie's truck. Use the key on the snowmobile. Snowmobile ride - Click to follow the directions of the arrow.

Be careful in hitting the trees, rocks and the snowman eek! At the ridge, go to the sign. Nancy checks for avalanches. Turn around and drive back to the lodge. Report to the Avalanche Patrol - Use the phone and call the Avalanche patrol to report. Ollie - Give the snowmobile key back to Ollie at the basement.

Yanni - Talk to Yanni and learn about his thoughts about the bomb. Bunk explosion - This puzzle can be done on the first or the second day. Let's check out the bunk explosion. Exit the lodge, go right, right and left across the stairs of the lodge. Snow Princess Freddie - Meet Ollie's daughter.

She will not let you pass until you beat her in a snow ball fight. You must get 10 points. There is no win for you on a score. Hit her on the face first and she can not hit back. You score a point. You can hit her and also get hit and both of you get a point. Remember where she appears and try to hit her in the face. Save the game before the fight. Load the saved game when you lose so that you don't waste good climate and time. Good luck. Bunk ruin - Go forward to the path ahead and it will split to the left and forward.

Forward is the way to Icicle Lake and ice fishing. Go left and see the remains of the bunkhouse. Look at the clock buried in the snow.

Looks like a lodge clock. Fishing shack - Not really necessary. If you have time, go to Icicle Lake after the bunk ruin and check it out. Go back to the lodge. Main Desk: Time to use the phone again.

Sheriff Mahihkan - After seeing the clock, call the Sheriff. Learn from the Sheriff about the explosion and that it is from a plastic explosive, C4. In Eastern Europe, it's called semtex. Learn the local thoughts about wolves. Carl Jenkins - Call Carl Jenkins about the accidents. The phone number is at the journal. Farindale - Talk to Mrs.

Faringdale about the food poisoning. Derek Southwaite - Talk to the honeymooners and learned about the sauna accident. Elsa - Call Elsa and talk to her completely.

The phone number is taken from the crumpled paper under the desk. Learn what happened to Larry. Nancy confronts her about the lie about the insurance. You may or may not get to talk to Elsa.

Sitting Room: Talk to Bill and Lou. If they are not around, wait until past 4 or 4: 30 PM or talk to them tomorrow. Fishing Dare - Bill dares you to catch a 2 footer Northern Pike. Check the computer's list of fishes to review what a Northern Pike looks like.

Fish Shack: This puzzle can be done on the first or the second day if you already have been given the fish challenge. Fish Shack - Go forward until the Fish Shack. See that the place is trashed and the fishing gears are broken.

Take the paper bird magazine cover from the floor and see a US phone number written on it. Freddie's Note - At the lodge foyer, pick up and read the red letter from the bench. Freddie will share her secret to keeping warm if you win the next snowball competition. Ollie - Talk to Ollie at the basement about the ruined fishing gears.



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